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  1. So you want to Texture mod HITMAN?
  2.  
  3. This tutorial is not for complete beginners. It assumes you have some basic knowledge of HEX editing and know what is meant by a header.
  4. As with any game file editing. Backing up important files is recommended
  5. If you do not feel confident in making these changes, Hitman Mod Tools will eventually streamline this process, for a much more user friendly approach.
  6.  
  7. Again: This is a very early and non automated workflow.
  8.  
  9.  
  10.  
  11.  
  12. TOOLS DOWNLOADS
  13.  
  14. QUICKBMS (This will be used to Extract & Import files)
  15. http://aluigi.altervista.org/papers/quickbms.zip
  16.  
  17. PC_RPKG script (This will be used to allow quickbms to extract & import the archive)
  18. http://aluigi.org/bms/hitman_2016.bms
  19.  
  20. Hashes_List (This will tell QuickBMS what to extract from the Archives and where.)
  21. http://www.zenhax.com/download/file.php?id=1086
  22.  
  23. A Hex Editor (Any will do, but I prefer Hex Workshop)
  24. http://www.hexworkshop.com/
  25.  
  26. DDS Tools. (Photoshop OR Gimp)
  27. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
  28. https://code.google.com/archive/p/gimp-dds/downloads
  29.  
  30. Hitman Mod Tools (Work In Progress. Total mod tool.)
  31. *PUT GIT OR DOWNLOAD LINK HERE*
  32.  
  33.  
  34.  
  35.  
  36. WORKFLOW
  37. This is the workflow used to mod textures in HITMAN and is a work in progress and is subject to change with the development of Hitman Mod Tools.
  38.  
  39.  
  40. Step 1: QUICKBMS EXTRACT (Getting the texture file out of the archive file)
  41.  
  42. So first of all you need to extract the desired texture out of the archive.
  43. At the moment we can only do DXT1, and DXT5 compressed textures. So pick your texture wisely.
  44.  
  45. In the PC_RPKG zip you downloaded, there should be a files called pc_rpkg.bms & Hitman_Hashes.list.
  46. Place both of these files inside quickbms’s Script file. Screenshot needed
  47. Make a backup of the Hitman_Hashes.list, inside the root QuickBMS folder. As you will need the original later to extract different files. This file will be used to extract the file that you want.
  48.  
  49. Open the Hitman_Hashes.list inside a text editor, find your texture file by the file name;
  50. “*texturename**texturetype*/ascolormap.pc_mipblock1”
  51. Eg;
  52. assembly\_pro\environment\textures\props\paintings\fashionshow_cloth_concept_a.texture\diffuse_a.tex\ascolormap.pc_mipblock1
  53. After choosing the file you want to Extract.
  54. Delete unnecessary file names in the Hitman_Hashes.list.
  55. This will speed up Re-Importing.
  56.  
  57. *Screenshot needed*
  58.  
  59. Run QuickBMS_4gb_files.exe
  60. Select the pc_rpkg.bms script.
  61. Select the Archive.
  62. Select the place you want to Extract the Archive to.
  63. You should end up with a lot of binary files of no use outside of the extracted folder.Discard/Delete these & the Meta file.
  64. Screenshot needed
  65.  
  66.  
  67. Step 2: HEX EDITOR/Hitman Mod tools (Converting to DDS)
  68.  
  69. So we need to turn this mipblock file into a DDS to edit it.
  70. That’s not really a problem, a mipblock is basically just a DDS with a mipblock header instead of a DDS header.
  71.  
  72. A mipblock header is 92 bytes of information in hex.
  73. So we need to replace these 92 bytes with a 128 bytes of DDS header, in order to edit it.
  74.  
  75. This is where a early version of Hitman mod tools comes into play.
  76.  
  77. Drag and Drop the mipblock file onto the HitmanModTools.exe Screenshot needed
  78.  
  79. Hitman mod tools will then proceed to output a new .DDS file, which photoshop can edit.
  80.  
  81.  
  82.  
  83.  
  84. Step 3: NVIDIA DDS TOOLS & PHOTOSHOP/GIMP. (Editing the texture)
  85.  
  86. If you open the .DDS file in photoshop and it say’s
  87. “Could not complete your request because Photoshop does not recognize this type of file”
  88. This is because the mipblock is not using DXT1 or DXT5 compression and as a result cannot be modded at the moment. Eventually Hitman mod tools will support all DXT compression types.
  89.  
  90. Editing the textures should be easy enough, this is where the fun and creative part happens.
  91. Like putting Ducks on Suits.
  92.  
  93. *Screenshot needed*
  94.  
  95. When saving, obviously save as the same DXT format as the original dds file.
  96.  
  97.  
  98.  
  99.  
  100. Step 4: HEX EDITING (Converting back to Mipblock)
  101. Because this part hasn’t been automated yet, this will have to be done in a Hex editor.
  102. It’s pretty simple.
  103.  
  104. Simply open up the original mipblock and select 92 bytes of data from the start of the file(aka the header) Screenshot needed
  105. Open up the modified DDS file and select 128 bytes of data from the start of the file.(aka the header) Screenshot needed
  106. Then replace the modified DDS files header with the original mipblock’s header.
  107. Save the modded DDS file as .pc_mipblock1 instead of .DDS when saving.
  108.  
  109. *Screenshot needed*
  110.  
  111. You now have a modded mipblock file.
  112.  
  113. Step 5: QUICKBMS RE-IMPORT (Reimporting back to the archive for engine use)
  114.  
  115. Open up reimport.bat in notepad and replace what it says with;
  116. quickbms_4gb_files -G -w -r Screenshot needed
  117. This will make the replace batch file, use the 4gb+ file size executable instead of the default.
  118.  
  119. Double click on reimport.bat
  120. Do the SAME steps you did for extracting the archive found in Step 1.
  121. Seriously, do the same just like if you are extracting the files to the same folder.
  122.  
  123. QuickBMS will do the job automatically
  124. QuickBMS will then show the names of the files that have been reimported
  125.  
  126. The archive has now been modded, and in turn the game has been modded.
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